Update on marvel war of heroes... It's digital crack omg. Haven't playe anything else for last few days(except for when in waiting for my energy to regen), game structure is kind of like a card collection thing with common rare super rare etc etc and then you fight other players with your cards or fight in missions (which has no strategy but is still very one more turny). And its got an mmorpg thing going with alliances and raid events etc.

Also I've spent too much money in this game (you can buy card packs though you can get good cards questing as well). otoh i got basically the best card in the game in a pack and can probably sell it for $125+ so it's profitable so far

the referral code on th previous page, person who uses it gets a free rare and also so does the peraon who ave the code... but I just got anothe one, so I'm guessing two people have used the code so anyone lurking in this tread but not posting should post their code so they can get some free cards.

Also tips: don't fuse cards till you've max boosted and mastered them (takes a while) stats carry over to the fused cards . Also only boost rares and up. Aside from that you can distribute stat points pretty evenly maybe slight edge to energy till people start attacking your resources. Then defense and attack if you want to attack as well.

You'll need two decks one attack and one defense probably from different classes ie speed attack an tactics defense. Don't worry too much about procs early in (apart fromwithyir free rare it's. A good proc early game). Just go for stats but eventually you'll need procs and then have to start symergizing them as well.

I'm troymclure in game.

Can't see a place to look someone up by name, or I'd add you. Started just a couple of days ago, referral code is egg355518.

What's the powerful card you got out of a pack? I got helped out early on by pulling a Kunlun Master Iron Fist (SSR). He's been my key attack & defense card so far.

Bottom menu then player search. Id be up or an ars alliance or something.

Oh anD nice card with iron fist, im still using a partially boostedSR+ iron fist. I dont have any SSRs yet but I do have a UR spidey trying to get speed cards ATM, also got some nice SR cards. (tactics/bruisers).

I'm still not 100% on whether I'm really enjoying it, but I'm definitely addicted at the time being either way. I'm currently level 16 and just got my first U Rare this morning by taking advantage of the price reduced $1 ultimate pack (Using the term pack to relate to a single card is really shitty btw) with double the chance to get an SSR or UR.

The U Rare I got is [Adamantium Claw] Wolverine (base ATK 3220, base DEF: 2800, PRW: 32). He costs way too much for me to really use him at my current level (especially since my rare mastered lvl 22/40 VTRBS War Machine does 4045 ATK and 3808 DEF for only 18 PWR), so I'm just going to work on boosting him in the meantime.

I thought I was going to get a Magic / Pokemon style card game with familiar Marvel characters. Instead I get a UI designed by Michael Bay and ONE card. Missions seem to involve simply clicking the next button until the loot drops.

How big is a deck? If it's just going to be 5 cards laid out next to each other this seems pretty lame.

Where's the strategy? Either during the duel or before it, while building a deck?

Basically, does it get any better? Because they're not selling me on it.

I was pretty lost to begin with, too. The game was obviously designed and translated in an Asian speaking nation and it suffers for it.

Basically this is how the game works (to my current understanding).

Those missions your playing (which are referred to as missions in game as well) are your way to level your account XP (which gives you more attribute points), earn resources (item sets that when completed give rewards), and get mostly junk cards that you'll primarily use to level (boost) other, better cards.

They are mindless and like you said, it consists of starting the mission, clicking the screen 3 times and either getting a drop (resource/card/silver/mastery bonus), completing your current XP level (where you'll be given 3 attribute points to distribute), or completing that current mission (1 attribute point rewarded). You'll do that like 5 or so times and then you'll battle a super villian, in which case your primary card is used and you click the screen once and watch it die (WOOOO!). When you defeat a super villian you're rewarded with an ISO-8 rare card (used for boosting other cards, gives a fixed 3 xp levels guaranteed), 1 resource renewal item that regenrates your attack and defense points (we'll get to those), and a resource renewal item that regenerates your energy.

Energy is one of your attribute based resources which determines whether or not you can work on a mission. When you first start you get -1 energy and +1 XP for each "click", and since you really don't want to do anything with missions unless you can at least click 3 times (to get a drop), you want to make sure you have at least enough energy to do so. As you defeat super villians the energy cost per click goes up linearly along with the XP reward (I'm currently at 7 energy per click and 7 XP). Your energy regernates at a rate of 1 energy per real-world minute, so early on it means you can stay really active. At my point once I don't have at least 21 energy (3-clicks), it means waiting up to 21 minutes to do anything with a mission, unless I know I can level up (leveling up refills all of your resource bars) or complete the mission with fewer clicks.

I don't know what "good" advice for putting attribute points into energy is, but my personal rule of thumb is to keep 6 possible clicks worth of energy at all times. So since I'm on the 7 energy per click operation, I have 42 attributes in energy. When I hit the 8 point operation I'll work to distribute 6 more points (eventually) into energy so I can still perform 2 sets of the mission per full bar. This has worked pretty well for me.

But all of that is just to level, get junk cards and resources (Which reward rare cards when completed) so you can play the "real" game, which seems to be battling other people.

An important thing to note right off the bat is that anyone can "attack" you at any time for your resources (or just for shits) if they so choose. I didn't realize that at first and was putting most of my points into energy and my attack points. Your attack and defense attributes dictate what cards you can currently equip, and how much of that respective resource it will cost you when they're used.

For example, if you have 10 defense power, and you equip the rare spider man card that takes 8 PWR, you can only equip another card that requires 2 or less power. So your default defensive deck will consist of whatever cards you currently have that will give you the most DEF for the PWR (you can override the suggested deck with hard set ones, but it's mostly pointless to do so early on). Now if you have that 8-point spidey equipped and someone attacks you, that'll use up 8 DEF resource, which will slowly recharge. If they decide to attack you again immediately you'll only be able to equip a 2-point card and will most likely be beaten up right away again (you can fight the same person up to 3 times a day). This might tell you that you want to have your defensive deck set up so that you can defend at least 3 times in a row before running out of resources, but from what I've seen the meta game isn't like that. People seem to stack their attack and defense decks to max (or nearly max) their available resource, and if someone attacks you twice (which would require use of a resource refresh item that costs real money if you use up the few that you earn) then more power to them. Realize that NONE of this has to occur while you're playing. Your account is always online and visible to other players (say if they search for people in their level range or that have a certain item they want). So you want to build your decks/attributes accordingly.

With all that said, my priority has been the following. have enough energy to perform 6 straight mission attacks from a full bar, and put nearly 2:1 points into defense over attack points. So my current points are 43 energy, 49 attack, 63 defense. The reason I put more in defense is because people can target you based on what resources you've earned in the missions, and if they win that battle they take it from you.

Battling itself really only comes down to one thing. Does the attacking deck have more points in ATK than the defending deck has in DEF. But there are special abilities on cards (with a % chance on use in any given battle, and up to 3 individual abilities can be activated per-person per battle) and there are special combos based on having specific heroes grouped up and played in your set of 5 at any time that can be used to boost attack power, defensive power, degrade opposing attack or defense power, etc (special combos are executed at much higher % than individual card abilities, like 60/75/90). Also battling and winning multiple times within 10 minutes can afford a stacking ATK bonus buff. So it's not just a hard and fast "my ATK beats your DEF". There is chance and strategy in the card compositions as well.

I believe there are larger scale events for teams and alliances (groups and guilds) to participate in at times, but I've only been playing this for 2 days and haven't taken part in any of that yet.

I learned MUCH more from reading the wiki than I ever did in-game. The comments on some of the ability and boosting/fusion articles are worth reading as well. There's a good bit of theorycrafters on there.

One tid-bit I learned a little late that's helpful is not to fuse decent cards immediately when you get two of them. Decent for me would be an uncommon of a certain hero with an ability. That means that fusing two of those identical cards gives you a rare. But if you fuse them without maxing them out on levels and mastery before you fuse, the resulting card is weaker for it (sometimes significantly so). Now obviously this isn't worth doing to all cards and I'm still finding that balance point, but NEVER fuse 2 rares (or higher) with abilities that you intend to actually use without first maxing their mastery and level or you gimp them.

I thought I was going to get a Magic / Pokemon style card game with familiar Marvel characters. Instead I get a UI designed by Michael Bay and ONE card. Missions seem to involve simply clicking the next button until the loot drops.

How big is a deck? If it's just going to be 5 cards laid out next to each other this seems pretty lame.

Where's the strategy? Either during the duel or before it, while building a deck?

Basically, does it get any better? Because they're not selling me on it.

That was pretty much my impression. I got far enough to see how some of the strategy works but I couldn't really see anything compelling about playing it and waiting for it to hopefully eventually get interesting. I used a referral number that was posted earlier so hopefully someone at least got something good out of it.

I was pretty lost to begin with, too. The game was obviously designed and translated in an Asian speaking nation and it suffers for it.

Basically this is how the game works (to my current understanding).

Those missions your playing (which are referred to as missions in game as well) are your way to level your account XP (which gives you more attribute points), earn resources (item sets that when completed give rewards), and get mostly junk cards that you'll primarily use to level (boost) other, better cards.

They are mindless and like you said, it consists of starting the mission, clicking the screen 3 times and either getting a drop (resource/card/silver/mastery bonus), completing your current XP level (where you'll be given 3 attribute points to distribute), or completing that current mission (1 attribute point rewarded). You'll do that like 5 or so times and then you'll battle a super villian, in which case your primary card is used and you click the screen once and watch it die (WOOOO!). When you defeat a super villian you're rewarded with an ISO-8 rare card (used for boosting other cards, gives a fixed 3 xp levels guaranteed), 1 resource renewal item that regenrates your attack and defense points (we'll get to those), and a resource renewal item that regenerates your energy.

Energy is one of your attribute based resources which determines whether or not you can work on a mission. When you first start you get -1 energy and +1 XP for each "click", and since you really don't want to do anything with missions unless you can at least click 3 times (to get a drop), you want to make sure you have at least enough energy to do so. As you defeat super villians the energy cost per click goes up linearly along with the XP reward (I'm currently at 7 energy per click and 7 XP). Your energy regernates at a rate of 1 energy per real-world minute, so early on it means you can stay really active. At my point once I don't have at least 21 energy (3-clicks), it means waiting up to 21 minutes to do anything with a mission, unless I know I can level up (leveling up refills all of your resource bars) or complete the mission with fewer clicks.

I don't know what "good" advice for putting attribute points into energy is, but my personal rule of thumb is to keep 6 possible clicks worth of energy at all times. So since I'm on the 7 energy per click operation, I have 42 attributes in energy. When I hit the 8 point operation I'll work to distribute 6 more points (eventually) into energy so I can still perform 2 sets of the mission per full bar. This has worked pretty well for me.

But all of that is just to level, get junk cards and resources (Which reward rare cards when completed) so you can play the "real" game, which seems to be battling other people.

An important thing to note right off the bat is that anyone can "attack" you at any time for your resources (or just for shits) if they so choose. I didn't realize that at first and was putting most of my points into energy and my attack points. Your attack and defense attributes dictate what cards you can currently equip, and how much of that respective resource it will cost you when they're used.

For example, if you have 10 defense power, and you equip the rare spider man card that takes 8 PWR, you can only equip another card that requires 2 or less power. So your default defensive deck will consist of whatever cards you currently have that will give you the most DEF for the PWR (you can override the suggested deck with hard set ones, but it's mostly pointless to do so early on). Now if you have that 8-point spidey equipped and someone attacks you, that'll use up 8 DEF resource, which will slowly recharge. If they decide to attack you again immediately you'll only be able to equip a 2-point card and will most likely be beaten up right away again (you can fight the same person up to 3 times a day). This might tell you that you want to have your defensive deck set up so that you can defend at least 3 times in a row before running out of resources, but from what I've seen the meta game isn't like that. People seem to stack their attack and defense decks to max (or nearly max) their available resource, and if someone attacks you twice (which would require use of a resource refresh item that costs real money if you use up the few that you earn) then more power to them. Realize that NONE of this has to occur while you're playing. Your account is always online and visible to other players (say if they search for people in their level range or that have a certain item they want). So you want to build your decks/attributes accordingly.

With all that said, my priority has been the following. have enough energy to perform 6 straight mission attacks from a full bar, and put nearly 2:1 points into defense over attack points. So my current points are 43 energy, 49 attack, 63 defense. The reason I put more in defense is because people can target you based on what resources you've earned in the missions, and if they win that battle they take it from you.

Battling itself really only comes down to one thing. Does the attacking deck have more points in ATK than the defending deck has in DEF. But there are special abilities on cards (with a % chance on use in any given battle, and up to 3 individual abilities can be activated per-person per battle) and there are special combos based on having specific heroes grouped up and played in your set of 5 at any time that can be used to boost attack power, defensive power, degrade opposing attack or defense power, etc (special combos are executed at much higher % than individual card abilities, like 60/75/90). Also battling and winning multiple times within 10 minutes can afford a stacking ATK bonus buff. So it's not just a hard and fast "my ATK beats your DEF". There is chance and strategy in the card compositions as well.

I believe there are larger scale events for teams and alliances (groups and guilds) to participate in at times, but I've only been playing this for 2 days and haven't taken part in any of that yet.

I learned MUCH more from reading the wiki than I ever did in-game. The comments on some of the ability and boosting/fusion articles are worth reading as well. There's a good bit of theorycrafters on there.

One tid-bit I learned a little late that's helpful is not to fuse decent cards immediately when you get two of them. Decent for me would be an uncommon of a certain hero with an ability. That means that fusing two of those identical cards gives you a rare. But if you fuse them without maxing them out on levels and mastery before you fuse, the resulting card is weaker for it (sometimes significantly so). Now obviously this isn't worth doing to all cards and I'm still finding that balance point, but NEVER fuse 2 rares (or higher) with abilities that you intend to actually use without first maxing their mastery and level or you gimp them.

Damn this got long.

That's a lot of useful info, most of which I've found out over the last day or so. I fused the rare Storm cards from the first resource set together before doing anything with them. Won't make that mistake again. Good rules of thumb I've picked up:

Uncommon and below are pretty much just feeders, for use only in boosting, though you should fuse the uncommons with abilities if you're boosting the final form of card.Max the level or the mastery at least on rares before fusing (though these aren't that important).Max the level and mastery on anything SR and above before fusingUse the special 3-level ISO-8 cards for the last few levels on SR+ cards to save silver.

I'll also note that it's not a guaranteed drop/event after 3 "clicks" on the mission screen, but you have to be able to pay for at least 3 to get one.

Yeah I gotta say the UI in this game is terrible, the missions are simplistic with no Obe strategy whatsoever just clicking and I'll probably be playing it for at least a few months.

It's like a card trading game(which I use to do as a kid) combined with a MMORPG(like wow) + it's got the spreadsheet porn aspect of FM going too.

So yeah it's pretty good. Just joined a new guild we're pushing forTop 100 next event. For reference my last guild was 1372.

Oh yeah - the events they're actually pretty cool. So far I've only been playin for the last event, but they setup an alliance vs alliance pvp round system where you had to break their best defensive playersDeck first then you could Attack the rest of the guild. They would attack u at the same time. You'd get a valor rating for each atta k and after an hour that roun was over and you can queue to fight another. Guilds with most valor get higher ranks etc.

This event is appaerntky more pve. Kinda like the missions but you can call in Guildies or something.

Oh and Gratz o. The UR wolvy great bruiser wing card. And Gratz Atreus on the iron man I see on ur profile.

I'm now running mostly SR cards with a R per deck and my UR spidey and just got a SSR captain America.I'm nearly 30k ATtack and defense which is the standard for guilds in the top 100 you need 50k+ for top 20 but I think that would cost a grand in cards so meh ill be sticking to top 100.

Edit: Some tips, from what I know so far. Eventually you'll want to start rerunning missions, specifically mission 2. It's got very low energy requirements and you can get an uncommon ironman and wolvy from the crate drops.

So rerun those for cards to use for boosting.

I'd really recommend not boosting anything but rares and up. And keep any cards you get that you aren't going to use straight away in your mailbox. I've normally got 20-30 cards in my mailbox as it expands your storage space that way.

I think my eventual decks will likely have one Rare card (fused to SR+) a bunch of SR's and hopefully a couple of SSRs or above. That will probably keep me competitive at top 100 alliance level without breaking the wallet. So I'd only boost and fuse properly one Rare card, though you'll probably want to boost a few as you're leveling.

Also there is a boost bonus if you didn't know about it. If you boost a card with only cards from it's class it gets 150% boost bonus. So when boosting, click the bruiser or tactics or speed colored icon above the card list and it'll then only show you cards from that class.

Also fusing, OK fusing is handy. But it's expensive to properly boost a fused card. So that's why I'd only try to properly boost and fuse one rare card. A fused set of Rares turns into a SR+ and max boosted and mastered that will have better stat then a base SR card does. But you can fuse the SR into a SSR+ and the SR+ will cost 4 times (all up) to boost to max level properly.

Save your iso-8 for boosting in the last few levels of a card as that's when its' most expensive. Ie you can boost with commons at level 1. at level 10 try to use uncommons, level 20 uncommons with the occasional rare etc etc. Iso-8 is for last 3-12 levels as they boost 3 levels per card.

The Rare black widow you get from the referral codes? They're good to boost actually. the 10 power requirement is good and she has 3k+ attack and defense when fully maxed. But she's not an end game card and I don't use her anymore, and I wouldn't properly fuse/boost her. You can get a UR card out of it, but she only has 5.5k attack and defense when properly fused and you'll spend 1 million silver and hundreds of cards to get that. For comparison you can get a SR card that has higher stats then that.

Plague Inc. is a unique mix of high strategy and terrifyingly realistic simulation. Can you infect the world?Your pathogen has just infected 'Patient Zero'. Now you must bring about the end of human history by evolving a deadly, global Plague whilst adapting against everything humanity can do to defend itself.

Darn you ppl for introducing me to Puzzle Craft! That is pretty fun 'matching' game. It also has that 'just one more board' addiction. And yes, you can do IAP but they are completely unnecessary. As a matter of fact, all that IAPs keep you from doing is playing the actual game. Pretty dumb if you ask me.

Darn you ppl for introducing me to Puzzle Craft! That is pretty fun 'matching' game. It also has that 'just one more board' addiction. And yes, you can do IAP but they are completely unnecessary. As a matter of fact, all that IAPs keep you from doing is playing the actual game. Pretty dumb if you ask me.

Also, you can actually "beat" Puzzle Craft by building the Castle. Which I did, and then deleted it. Then found out I had a wife, and not just one, but *two* daughters!

Darn you ppl for introducing me to Puzzle Craft! That is pretty fun 'matching' game. It also has that 'just one more board' addiction. And yes, you can do IAP but they are completely unnecessary. As a matter of fact, all that IAPs keep you from doing is playing the actual game. Pretty dumb if you ask me.

Also, you can actually "beat" Puzzle Craft by building the Castle. Which I did, and then deleted it. Then found out I had a wife, and not just one, but *two* daughters!

LOL, I do admit I spent *waaay* too much time last night playing this instead of cleaning the kitchen. I literally stood in the kitchen, phone in hand playing for 30 minutes. I don't have a addictive personality, honest.

I own it. It's a fun game. Kind of falls into the Risk genre, but I quite enjoyed it. Still trying to knock out all of the modes on the hard setting.

How do the in app purchases work? Do I need to spend more or can I unlock the stuff via normal gameplay?

You can unlock everything via playthrough. From memory, you need to beat all plague types (including Neurax Worm) on Brutal in order to get the cheats at the end. It's a pretty fun game for a couple of bucks, although the strategy itself doesn't really change apart from a couple of the more advanced plagues (nanovirus and bioweapon require a different approach, plus a little bit of luck).

So far, in tutorial mode only, the Baldur's Gate interface is a little frustrating. Even if you know there's a dead body to loot 'right there' (shows in the show-me 'magnifying glass' mode) it is sometimes near-impossible to click on, even zoomed in. Screen touches, to move, are a little too sensitive, turning into screen pans instead.Long touches on spells just pencil them in for over-night memorizing until the to-memorize list is full. Only then does it bring up spell information. And that is annoying as heck because right now I don't remember what each spell icon represents.

Darn you ppl for introducing me to Puzzle Craft! That is pretty fun 'matching' game. It also has that 'just one more board' addiction. And yes, you can do IAP but they are completely unnecessary. As a matter of fact, all that IAPs keep you from doing is playing the actual game. Pretty dumb if you ask me.

Also, you can actually "beat" Puzzle Craft by building the Castle. Which I did, and then deleted it. Then found out I had a wife, and not just one, but *two* daughters!

LOL, I do admit I spent *waaay* too much time last night playing this instead of cleaning the kitchen. I literally stood in the kitchen, phone in hand playing for 30 minutes. I don't have a addictive personality, honest.

I thought it was fun too, especially since as you level up the town you get new ways to play the boards. I finished it pretty quick though.

The limiting factor is those gray building blocks, always was running out of those at mid and endgame especially. Anyone just starting I suggest hiring workers that make those accrue faster first. Also save gold to buy the buildings that use tons of those, don't waste the gold on buildings with resources you have plenty of.

I wanted to play the Marvel game until I saw all of the things it wanted permission to do on my phone. There's no way in hell I'm giving a game the ability to capture and use my GPS location, take pictures and videos with my camera, and read my phone call status (including collecting my number and the phone number of anyone I'm talking to.) That's f'in revolting.

I own it. It's a fun game. Kind of falls into the Risk genre, but I quite enjoyed it. Still trying to knock out all of the modes on the hard setting.

How do the in app purchases work? Do I need to spend more or can I unlock the stuff via normal gameplay?

You can unlock everything via playthrough. From memory, you need to beat all plague types (including Neurax Worm) on Brutal in order to get the cheats at the end. It's a pretty fun game for a couple of bucks, although the strategy itself doesn't really change apart from a couple of the more advanced plagues (nanovirus and bioweapon require a different approach, plus a little bit of luck).

Interesting game. I may not be that great at it. 1st play I topped out infection at like 60% and then got cured. 2nd play I killed everyone except Greenland and the Caribbean. That was really annoying, no way to infect them after I figured it out too late. Lost because all my hosts died.

I own it. It's a fun game. Kind of falls into the Risk genre, but I quite enjoyed it. Still trying to knock out all of the modes on the hard setting.

How do the in app purchases work? Do I need to spend more or can I unlock the stuff via normal gameplay?

You can unlock everything via playthrough. From memory, you need to beat all plague types (including Neurax Worm) on Brutal in order to get the cheats at the end. It's a pretty fun game for a couple of bucks, although the strategy itself doesn't really change apart from a couple of the more advanced plagues (nanovirus and bioweapon require a different approach, plus a little bit of luck).

Interesting game. I may not be that great at it. 1st play I topped out infection at like 60% and then got cured. 2nd play I killed everyone except Greenland and the Caribbean. That was really annoying, no way to infect them after I figured it out too late. Lost because all my hosts died.

The trick is not to develop any symptoms, and go with infection vectors that do not increase mutation. As soon as you get two or more symptoms developing, your disease gets noticed and work on the cure starts. So de-evolve every time you get a symptom. You can keep one to help spread the disease, but keep that one only. Avoid blood or animal infection, as that increases the risk of mutation. Wait until there are no healthy people left, then unleash hell.

You need to do this differently in the nanovirus and bioweapons playthroughs, though, so PM if you get stuck.

So far, in tutorial mode only, the Baldur's Gate interface is a little frustrating. Even if you know there's a dead body to loot 'right there' (shows in the show-me 'magnifying glass' mode) it is sometimes near-impossible to click on, even zoomed in. Screen touches, to move, are a little too sensitive, turning into screen pans instead.Long touches on spells just pencil them in for over-night memorizing until the to-memorize list is full. Only then does it bring up spell information. And that is annoying as heck because right now I don't remember what each spell icon represents.

The devs said they are enlarging the target area for touch, and adding other tweaks, so hopefully with the first patch that should get better. I agree, it looks like they didn't do enough play testing.